Initial. Don't... just don't ask.
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threeDKit/quickmath.h
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threeDKit/quickmath.h
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/*
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3DKIT version 1.3
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High speed 3D graphics and rendering library for Linux.
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Copyright (C) 1996, 1997 Paul Sheer psheer@icon.co.za
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
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License along with this library; if not, write to the Free
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Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
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MA 02111-1307, USA
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*/
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#ifndef QUICK_MATH_H
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#define QUICK_MATH_H
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#if 0
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#ifndef SVGALIB
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#include "../config.h"
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#endif
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#endif
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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typedef struct {
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double x, y, z;
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} Vec;
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#define sqr(x) ((x)*(x))
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#define fswap(a, b) \
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{ \
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double __t_var = (a); \
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(a) = (b); \
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(b) = __t_var; \
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}
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#define swap(a, b) \
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{ \
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int __t_var = (a); \
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(a) = (b); \
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(b) = __t_var; \
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}
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#define max(x,y) (((x) > (y)) ? (x) : (y))
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#define min(x,y) (((x) < (y)) ? (x) : (y))
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#ifndef __GNUC__
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double fsqr (double x);
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int lsqr (int x);
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double fmax (double a, double b);
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double fmin (double a, double b);
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double fsgn (double a);
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double dot (Vec a, Vec b);
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Vec cross (Vec a, Vec b);
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Vec plus (Vec a, Vec b);
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Vec minus (Vec a, Vec b);
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Vec times (Vec a, double f);
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double norm (Vec a);
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#else
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extern inline double fsqr (double x)
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{
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return x * x;
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}
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extern inline int lsqr (int x)
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{
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return (int) x *x;
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}
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extern inline double fmax (double a, double b)
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{
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return max (a, b);
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}
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extern inline double fmin (double a, double b)
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{
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return min (a, b);
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}
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extern inline double fsgn (double a)
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{
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return (a == 0.0 ? 0.0 : (a > 0.0 ? 1.0 : -1.0));
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}
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extern inline double dot (Vec a, Vec b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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extern inline Vec cross (Vec a, Vec b)
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{
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Vec c;
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c.x = a.y * b.z - a.z * b.y;
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c.y = a.z * b.x - a.x * b.z;
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c.z = a.x * b.y - a.y * b.x;
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return c;
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}
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extern inline Vec plus (Vec a, Vec b)
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{
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Vec c;
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c.x = a.x + b.x;
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c.y = a.y + b.y;
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c.z = a.z + b.z;
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return c;
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}
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extern inline Vec minus (Vec a, Vec b)
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{
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Vec c;
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c.x = a.x - b.x;
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c.y = a.y - b.y;
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c.z = a.z - b.z;
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return c;
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}
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extern inline Vec times (Vec a, double f)
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{
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Vec c;
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c.x = a.x * f;
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c.y = a.y * f;
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c.z = a.z * f;
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return c;
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}
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extern inline double norm (Vec a)
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{
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return sqrt (sqr (a.x) + sqr (a.y) + sqr (a.z));
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}
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#endif
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void orth_vectors (Vec X, Vec * r1, Vec * r2, double r);
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#endif
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